XR4ED:扩展现实教育平台

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Fotis Liarokapis, Vaclav Milata, Jose Luis Ponton, Nuria Pelechano, Haris Zacharatos, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra
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引用次数: 0

摘要

扩展现实(XR)技术的最新发展已经证明了这项技术在教育领域的优势。遗憾的是,教育工作者可能并不熟悉 XR 技术,也可能发现很难在课堂上采用这种技术。本文介绍了欧盟资助的 XR 教育项目(名为 "教育扩展现实"(XR4ED))的总体架构和目标。该项目的目标是提供一个平台,让教育工作者无需具备编程或三维建模方面的专业知识,就能构建 XR 教学体验。该平台将为用户提供一个市场,以获取三维模型、头像和场景;图形用户界面,以创建新的教学环境;以及通信渠道,以实现协作式虚拟现实(VR)。本文介绍了该平台,并重点关注协作和社交 XR 的一个关键方面,即化身的使用。我们展示了以下方面的初步成果:a) 一个用于在 XR 环境中填充教育内容的市场;b) 一个在非玩家角色和学习者之间进行交流的智能增强现实助手;c) 在协作式 VR 中提供非语言交流的自我化身。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
XR4ED: An Extended Reality Platform for Education.

Recent developments in extended reality (XR) are already demonstrating the benefits of this technology in the educational sector. Unfortunately, educators may not be familiar with XR technology and may find it difficult to adopt this technology in their classrooms. This article presents the overall architecture and objectives of an EU-funded project dedicated to XR for education, called Extended Reality for Education (XR4ED). The goal of the project is to provide a platform, where educators will be able to build XR teaching experiences without the need to have programming or 3-D modeling expertise. The platform will provide the users with a marketplace to obtain, for example, 3-D models, avatars, and scenarios; graphical user interfaces to author new teaching environments; and communication channels to allow for collaborative virtual reality (VR). This article describes the platform and focuses on a key aspect of collaborative and social XR, which is the use of avatars. We show initial results on a) a marketplace which is used for populating educational content into XR environments, b) an intelligent augmented reality assistant that communicates between nonplayer characters and learners, and c) self-avatars providing nonverbal communication in collaborative VR.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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